🔳 Rail
🔲 Reduced damage against components is counterintuitive and weakens its strategic role. Railguns are supposed to be powerful, precise shots, and being neutered by parts feels poor.
🔲 components have high health which significantly reduce chasis damage if a rail hits a component.
🔳 Plasma
🔲 Good against cubes, but slow to damage components, then the damage ramps up significantly.
🔲 Components have too much health and are absorbing plasma too readily.
🔺 idea: Plasma should deliberately target components less.
🔳UMRL
🔲Plasma on steroids, still component issues. While damage / number of projectiles helps, the core problem of component resistance remains- it also strips weapons and components
🔲Reinforces the Plasma issue, suggesting raw damage output isn't the solution if component interactions are flawed.
🔺 idea: UMRL should deliberately target components less.
🔳 SMG
🔲Terrible at range due to component damage reduction, good at close range cube and focused component damage.
🔲Components at range are acting as shields, severely reducing SMG effectiveness.
🔳 Nano
🔲Better for drilling cubes than degunning. Highlights a lack of component-focused damage for a weapon that should be good at disabling.
🔲Highlights component health issues.